seala
Just Wandered In
Posts: 4
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Post by seala on Jul 26, 2015 23:34:15 GMT -5
Loot from chests seems very much so level dependt and good. The Protectors and Overseers at the Pilgrim camp if made hostile all drop decent level armors (Seem to be static to drop atleast a level 19 scale armor always) watchmen in same area always drop a level 12 leather armor.
When you get deeper atleast from all the priests, initiates and sanctum guards, they all dropped very low level loot. (All below level 4)
Some placables seem to have really high discover dc, in the area just above the boss and a trap infront of the boss door aswell!.
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Post by sareth675 on Jul 27, 2015 12:21:24 GMT -5
When we tested the area yesterday, the priests and initiates gave much better rated gear, but the protectors outside didn't drop anything. Seems the update flipped that around xD
Would like to see the priests at least drop some decent weapons.
Also I've noticed the spawns are completely static. Thus, like the crypt, bigger party = easier.
EDIT: To be clearer...
Unless you deliberately hostile and kill the protectors outside, the inner sanctum enemies are not only a complete bitch to kill compared to the skeletons + zombies, but the loot is now no longer worth it either.
Area has gone the way of the bandit hideout unfortunately. However you fixed the protectors to drop stuff PE, must have broke the priests to make them worthless.
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Post by eba on Jul 27, 2015 17:36:45 GMT -5
not really, I made like 1000 dollars of the container loot.
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Post by sareth675 on Jul 27, 2015 18:12:12 GMT -5
It's not the container loot that is the problem. It's the loot on the mobs. Haven't been back to the boss room to check the chest there either.
Again it's the difficulty vs reward argument. And the difficulty vs reward of the cultists is currently...
Cultists < Graveyard / Crypt.
It really needs to be the other way around. It is more difficult at cultists, but that difficulty is not translating currently into a suitable reward.
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Post by kingofaquilonia on Jul 27, 2015 18:43:00 GMT -5
From my experience at the cultists it needs to be a bit more difficult. It was pretty damn easy for getting 1000+ dollars plus some really awesome modded items.
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Post by eba on Jul 27, 2015 21:14:29 GMT -5
you make more money at the cultists sareth.
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Post by sareth675 on Jul 28, 2015 11:16:51 GMT -5
Yes I know you make more in a broad sense of the word, but my post is arguing reward vs difficulty. Is the amount more you make worth it compared to the difficulty of the area? I would say not. In comparison, I could probably run the graveyard / crypt twice in the time it takes to go through the cultists, and therefore the reward would be greater in raw monetary terms, which is more important given custom made items easily beat anything you'll find in the cultists so far as I've seen.
Others might say cultists are worth more. I would argue that if you have fire DR, then the outside area becomes a cakewalk. The entire area is also probably more appealing if you DON'T fight the enemies outside if you lack fire DR. And again, the area is also more appealing in a larger group, as it spawns statically. Though if you do fight the enemies outside, don't have easy access to fire DR and don't have a 6+ man group, then it's too much hassle for the potential rewards.
As in, apply the above points to a group I went through half the cultists with after public release. Just 3 characters, no fire DR, did fight the stuff outside, did get inside the main sanctum, found out that static spawn means 12 odd priests attacking 3 people at once... not so good. Especially for the level 2 weapon drops from said priests.
What really isn't being discussed here is the circumstances and situation that the cultists are being tackled in. Kingofaqui, was it pretty damn easy because you went through it with a large group? Do you have lots of fire DR in said group? Did you use incendiary grenades in the many tight corridors of the dungeon? Information like this actually helps a lot when evaluating an area, rather than one line answers.
Same questions to anyone who wants to add their thoughts. Say how the dungeon was tackled, and thus providing some answers as to why it is a balanced or unbalanced area.
And another aside question. Was that $1000+ AND modded items per person? During the beta run, I think we made about $790 each, maybe handed out 2 items to someone, everything else was sold.
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Post by kingofaquilonia on Jul 28, 2015 14:42:25 GMT -5
As far as I know we didn't have alot of fire DR. I know Axel doesn't have any and he was being one of the main tanks. We didn't fight the unhostile NPCs but we fought everything else. The boss at the end seems to have 0 dr so you whip out an SMG and just obliterate him.
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Post by nippon on Jul 28, 2015 19:09:50 GMT -5
Mobs womped the crud out of my group. All of them were decked out in level 1-3 gear except for two watchmen who had level 25 leather. They were swinging with +15 AB rolls, which makes it near impossible for a tank to 'block' with their shield. Makes it impossible to complete the dungeon without sneaking around everything too because a group of three fire weapon weilding mobs will wipe your whole group.
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Post by eba on Jul 28, 2015 19:11:24 GMT -5
Yes I know you make more in a broad sense of the word, but my post is arguing reward vs difficulty. Is the amount more you make worth it compared to the difficulty of the area? I would say not. In comparison, I could probably run the graveyard / crypt twice in the time it takes to go through the cultists, and therefore the reward would be greater in raw monetary terms, which is more important given custom made items easily beat anything you'll find in the cultists so far as I've seen. Others might say cultists are worth more. I would argue that if you have fire DR, then the outside area becomes a cakewalk. The entire area is also probably more appealing if you DON'T fight the enemies outside if you lack fire DR. And again, the area is also more appealing in a larger group, as it spawns statically. Though if you do fight the enemies outside, don't have easy access to fire DR and don't have a 6+ man group, then it's too much hassle for the potential rewards. As in, apply the above points to a group I went through half the cultists with after public release. Just 3 characters, no fire DR, did fight the stuff outside, did get inside the main sanctum, found out that static spawn means 12 odd priests attacking 3 people at once... not so good. Especially for the level 2 weapon drops from said priests. What really isn't being discussed here is the circumstances and situation that the cultists are being tackled in. Kingofaqui, was it pretty damn easy because you went through it with a large group? Do you have lots of fire DR in said group? Did you use incendiary grenades in the many tight corridors of the dungeon? Information like this actually helps a lot when evaluating an area, rather than one line answers. Same questions to anyone who wants to add their thoughts. Say how the dungeon was tackled, and thus providing some answers as to why it is a balanced or unbalanced area. And another aside question. Was that $1000+ AND modded items per person? During the beta run, I think we made about $790 each, maybe handed out 2 items to someone, everything else was sold. You make about at much money if you skip the entire first area.
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Post by electrohydra on Jul 28, 2015 20:03:58 GMT -5
I think that was because the party level calculator broke though. It wasn't nearly that hard last time I went.
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Post by kingofaquilonia on Jul 28, 2015 21:10:18 GMT -5
yes from placeables alone I made 1000 dollars in trash loot from high level scrap armor. With two heavily modded armors that I didn't even sell and sold/gave to other people
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Post by Psionic-Entity on Jul 28, 2015 21:14:25 GMT -5
It was broken before, now that it's fixed it seems a bit too insanely hard.
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Post by electrohydra on Jul 28, 2015 21:16:16 GMT -5
Hum, before it seemed just the right level of challenge to me actually, at least from my very limited experience. Right now it's just impossible to do fairly.
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Post by nippon on Jul 28, 2015 23:46:43 GMT -5
Boss has been spawning when you reach the second part of the inner sanctum. ((Where the wolf cages are.)) It attacks parties through the walls from far away and generally messes everything up pretty fierce.
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